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-   -   New Mod (http://forum.shrapnelgames.com/showthread.php?t=3523)

ZeroAdunn June 27th, 2001 10:20 PM

New Mod
 
Ok, I just uploaded my new mod. What it's got:

Hull reinforcement: No space adds 1000 structure to a ship 2000 minerals. Designed to make a combat ships tougher. only one per ship.

There is an organic and crytalline Version, organic repairs crystalline damage to shields.

Only one level of master computer, 50 spaces.(more regarding this change latter)

Lidar (20): Allows scanning 1 sector away, 15% combat to hit bonus

Command Bridge (50): Secondary bridge, same ability as neural combat interface.

Scrap Yard: Weak construction yard, gives 100% return on scrapped items (I don't think this works but oh well.)

Thrusters (10): same as afterburners but for a ship, max +2 bonus

Beefed up armor.

Advanced AI: New tech tree, gives better master computers, adaptive shields: 100 sheild gen, 100 shield regen.

New Ruin techs:
Biomechanical armor, same as bioarmor,
Plasma engine, 2 standard movement

New mounts:
Pulse mount: 75% damage, +50% accuracy
Ranged mount: +4 range 200% size.
Hardened ship & Base: Double cost double structure.

Well what do you think?
Go download it.

Suicide Junkie June 28th, 2001 01:20 AM

Re: New Mod
 
Just two points...
The plasma engine could be really unbalancing, since it gives one race twice the top speed, and could allow them to outrun missiles easily.

The 1000 hitpoint, zero space hull reinforcement will act like armor 9 times out of 10. Internal hits almost always strike the largest or toughest parts first, and 1000 hitpoints is at the extreme range of that. It will essentially be armor that protects against null-space and crystalline armor skipping stuff. Is that really what you intended???

If not, check out my Hardened Bulkheads components in Pirates & Nomads (link in sig). These also have the effect of making the ship harder to repair, while allowing a custom strength boost (show me the money and I'll layer as much protection on as you can afford kinda thing http://www.shrapnelgames.com/ubb/images/icons/icon7.gif). In one game I have about 6 dreadnaughts with 8000 hitpoints (not counting shields), but they cost me $1,000,000 each http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

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Just finished some testing on armor... size dosen't matter to the hit choice, just the hitpoints. Will it work the same way for internals?
...
Hmm. I'm not really sure. Size tests indicated it is the same, so then I tried hitpoints. I put 5 of each type of component on a ship; C1 = 30 hp, C2 = 150 hp, C3=650 HP.
By the time I'd done 2400 outof 3500 damage to the ship, it had lost 5/7 APBs, all C2s, three C3s, 3/6 engines. The C1's weren't touched.

IS2M that the tougher internals get hit more often...

Now, as for having only one massive internal "armor" plate per ship... once that plate does get hit, all further hits will go into it until it is destroyed. This could be bad, making it seem to randomly turn into armor http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

It's always up to you in the end, just some things to think about and test for yourself.

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